• Title/Summary/Keyword: response-based learning

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The Effect of Multi-faceted Learning by Application Game-based Student Response System in Nursing Education : Focusing on Kahoot! (간호교육에서 게임기반 학생응답시스템을 적용한 다각적인 학습효과 : Kahoot!을 중심으로)

  • Kim, Yu-Jeong
    • Journal of Korea Entertainment Industry Association
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    • v.15 no.4
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    • pp.255-265
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    • 2021
  • The purpose of this study was to examine the effects of Kahoot!(Game-based Student Response System) on nursing education. This study used an one group Pretest-posttest design. Participants were 179 nursing students from one D university located in Gwangju, Korea. The Kahoot!(Game-based Student Response System) was provided for 6 times. Data were collected between August 26 and October 25, 2019. The collected data was analyzed by descriptive statistics, paired t-test, pearson's correlation coefficient and stepwise multiple regression using IBM SPSS 21.0 program. The results showed that learning engagement(t=-6.257, p=.000) was significantly higher than levels before Kahoot!(Game-based Student Response System), critical thinking disposition(t=-2.163, p=.032) was significantly higher than levels before Kahoot!(Game-based Student Response System), problem solving ability(t=-3.032, p=.003) was significantly higher than levels before Kahoot!(Game-based Student Response System). Significant relationships were found among learning engagement(r=.375, p=.000), critical thinking disposition(r=.286, p=.000), problem solving ability(r=.291, p=.000) and learning satisfaction. The results of stepwise multiple regression indicates that learning engagement(β=.307, p=.000), problem solving ability(β=.158, p=.041) predicts 15.2% in learning satisfaction(F=16.905, p=.000). In conclusion, Kahoot!(Game-based Student Response System) is effective in improving learning engagement and problem solving ability to nursing education.

SignalR-based Audience Response System for e-Learning Implementation (이러닝 구현을 위한 SignalR 기반 청중 응답 시스템)

  • Do, Byung-Hak;Kwon, Seong-Geun
    • Journal of Korea Multimedia Society
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    • v.23 no.9
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    • pp.1139-1146
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    • 2020
  • Recently, as e-learning technology advances, interaction and data exchange between lecturers and learners have become very important. In addition, accuracy of data delivery and efficiency of system implementation should be ensured. Considering these aspects, SignalR is the most suitable communication method for constructing an audience response system in e-learning. Existing audience response systems require separate wireless devices and have problems with system compatibility. SignalR, on the other hand, is capable of operating in all environments including PC programs, web, Android, and iOS, and has an advantage of being easy to develop applications. As such, SignalR is widely used in chatting functions for small scale, real-time communication system, and it has never been used to implement an audience response system. Thus, for the first time in this paper, an audience response system using SignalR was proposed and an experiment was conducted on whether it was applicable at the e-learning education field. Therefore, from the results fo an experiment, a variety of e-learning environments can be built through the audience response system using SignalR proposed in this paper.

Structural health monitoring response reconstruction based on UAGAN under structural condition variations with few-shot learning

  • Jun, Li;Zhengyan, He;Gao, Fan
    • Smart Structures and Systems
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    • v.30 no.6
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    • pp.687-701
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    • 2022
  • Inevitable response loss under complex operational conditions significantly affects the integrity and quality of measured data, leading the structural health monitoring (SHM) ineffective. To remedy the impact of data loss, a common way is to transfer the recorded response of available measure point to where the data loss occurred by establishing the response mapping from measured data. However, the current research has yet addressed the structural condition changes afterward and response mapping learning from a small sample. So, this paper proposes a novel data driven structural response reconstruction method based on a sophisticated designed generating adversarial network (UAGAN). Advanced deep learning techniques including U-shaped dense blocks, self-attention and a customized loss function are specialized and embedded in UAGAN to improve the universal and representative features extraction and generalized responses mapping establishment. In numerical validation, UAGAN efficiently and accurately captures the distinguished features of structural response from only 40 training samples of the intact structure. Besides, the established response mapping is universal, which effectively reconstructs responses of the structure suffered up to 10% random stiffness reduction or structural damage. In the experimental validation, UAGAN is trained with ambient response and applied to reconstruct response measured under earthquake. The reconstruction losses of response in the time and frequency domains reached 16% and 17%, that is better than the previous research, demonstrating the leading performance of the sophisticated designed network. In addition, the identified modal parameters from reconstructed and the corresponding true responses are highly consistent indicates that the proposed UAGAN is very potential to be applied to practical civil engineering.

Kinect Sensor- based LMA Motion Recognition Model Development

  • Hong, Sung Hee
    • International Journal of Advanced Culture Technology
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    • v.9 no.3
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    • pp.367-372
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    • 2021
  • The purpose of this study is to suggest that the movement expression activity of intellectually disabled people is effective in the learning process of LMA motion recognition based on Kinect sensor. We performed an ICT motion recognition games for intellectually disabled based on movement learning of LMA. The characteristics of the movement through Laban's LMA include the change of time in which movement occurs through the human body that recognizes space and the tension or relaxation of emotion expression. The design and implementation of the motion recognition model will be described, and the possibility of using the proposed motion recognition model is verified through a simple experiment. As a result of the experiment, 24 movement expression activities conducted through 10 learning sessions of 5 participants showed a concordance rate of 53.4% or more of the total average. Learning motion games that appear in response to changes in motion had a good effect on positive learning emotions. As a result of study, learning motion games that appear in response to changes in motion had a good effect on positive learning emotions

Deployment of Network Resources for Enhancement of Disaster Response Capabilities with Deep Learning and Augmented Reality (딥러닝 및 증강현실을 이용한 재난대응 역량 강화를 위한 네트워크 자원 확보 방안)

  • Shin, Younghwan;Yun, Jusik;Seo, Sunho;Chung, Jong-Moon
    • Journal of Internet Computing and Services
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    • v.18 no.5
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    • pp.69-77
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    • 2017
  • In this paper, a disaster response scheme based on deep learning and augmented reality technology is proposed and a network resource reservation scheme is presented accordingly. The features of deep learning, augmented reality technology and its relevance to the disaster areas are explained. Deep learning technology can be used to accurately recognize disaster situations and to implement related disaster information as augmented reality, and to enhance disaster response capabilities by providing disaster response On-site disaster response agent, ICS (Incident Command System) and MCS (Multi-agency Coordination Systems). In the case of various disasters, the fire situation is focused on and it is proposed that a plan to strengthen disaster response capability effectively by providing fire situation recognition based on deep learning and augmented reality information. Finally, a scheme to secure network resources to utilize the disaster response method of this paper is proposed.

Utilization of deep learning-based metamodel for probabilistic seismic damage analysis of railway bridges considering the geometric variation

  • Xi Song;Chunhee Cho;Joonam Park
    • Earthquakes and Structures
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    • v.25 no.6
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    • pp.469-479
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    • 2023
  • A probabilistic seismic damage analysis is an essential procedure to identify seismically vulnerable structures, prioritize the seismic retrofit, and ultimately minimize the overall seismic risk. To assess the seismic risk of multiple structures within a region, a large number of nonlinear time-history structural analyses must be conducted and studied. As a result, each assessment requires high computing resources. To overcome this limitation, we explore a deep learning-based metamodel to enable the prediction of the mean and the standard deviation of the seismic damage distribution of track-on steel-plate girder railway bridges in Korea considering the geometric variation. For machine learning training, nonlinear dynamic time-history analyses are performed to generate 800 high-fidelity datasets on the seismic response. Through intensive trial and error, the study is concentrated on developing an optimal machine learning architecture with the pre-identified variables of the physical configuration of the bridge. Additionally, the prediction performance of the proposed method is compared with a previous, well-defined, response surface model. Finally, the statistical testing results indicate that the overall performance of the deep-learning model is improved compared to the response surface model, as its errors are reduced by as much as 61%. In conclusion, the model proposed in this study can be effectively deployed for the seismic fragility and risk assessment of a region with a large number of structures.

Designing a Project-based Service-Learning Course for Pre-dental Education: A Theoretical Exploration

  • LEE, Jihyun
    • Educational Technology International
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    • v.16 no.2
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    • pp.249-272
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    • 2015
  • This study is a theoretical exploration of project-based service-learning and its application in designing pre-dental curricula. As a response to the limitation of community service courses, service-learning has been implemented as pedagogy in higher education practices. Service-learning connects service and learning by engaging students in activities that address community needs with intentionally designed learning opportunities while adding value to and transforming both service and learning. Project-based service-learning is an extended and more active version of service-learning. Whereas service activities are arranged by instructors in the original service-learning, project-based service-learning provides students with opportunities for exploring problems and root causes on site and then devising and implementing solutions of their own using their talents and creativity. This study proposes a theoretical approach to project-based service-learning and suggests six design components, namely, related curriculum, reflection, reciprocity, service and community engagement, evaluation and recognition, and creative problem solving. Based on the components, 20 design strategies are formulated. The exploration is aimed to provide design guides for professionals attempting to implement project-based service-learning in higher education.

The Component based U-Learning System using Item Response Theory (문항반응이론을 이용한 컴포넌트 기반의 U-러닝 시스템)

  • Jeong, Hwa-Young
    • Journal of Internet Computing and Services
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    • v.8 no.6
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    • pp.127-133
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    • 2007
  • The u-learning environment has been developed through a number of iterations, and has now been formally evaluated, through analysis of student learning results and the use of quantitative and qualitative measures, Generally, for advance learning effect and analysis of student learning results, the most learning system be use to the item analysis method. But, nowadays, it has using the IRT(Item Response Theory) instead of the item analysis method, The IRT adopts explicit models for the probability of each possible response to a test. Therefore, I proposed the lightweight component based u-learning system using the IRT. Applied device of u-learning is PDA which is in Windows mobile 5.0 environments.

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A Structure of Personalized e-Learning System Using On/Off-line Mixed Estimations Based on Multiple-Choice Items

  • Oh, Yong-Sun
    • International Journal of Contents
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    • v.5 no.1
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    • pp.51-55
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    • 2009
  • In this paper, we present a structure of personalized e-Learning system to study for a test formalized by uniform multiple-choice using on/off line mixed estimations as is the case of Driver :s License Test in Korea. Using the system a candidate can study toward the license through the Internet (and/or mobile instruments) within the personalized concept based on IRT(item response theory). The system accurately estimates user's ability parameter and dynamically offers optimal evaluation problems and learning contents according to the estimated ability so that the user can take possession of the license in shorter time. In order to establish the personalized e-Learning concepts, we build up 3 databases and 2 agents in this system. Content DB maintains learning contents for studying toward the license as the shape of objects separated by concept-unit. Item-bank DB manages items with their parameters such as difficulties, discriminations, and guessing factors, which are firmly related to the learning contents in Content DB through the concept of object parameters. User profile DB maintains users' status information, item responses, and ability parameters. With these DB formations, Interface agent processes user ID, password, status information, and various queries generated by learners. In addition, it hooks up user's item response with Selection & Feedback agent. On the other hand, Selection & Feedback agent offers problems and content objects according to the corresponding user's ability parameter, and re-estimates the ability parameter to activate dynamic personalized learning situation and so forth.

Development of e-Mail Classifiers for e-Mail Response Management Systems (전자메일 자동관리 시스템을 위한 전자메일 분류기의 개발)

  • Kim, Kuk-Pyo;Kwon, Young-S.
    • Journal of Information Technology Services
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    • v.2 no.2
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    • pp.87-95
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    • 2003
  • With the increasing proliferation of World Wide Web, electronic mail systems have become very widely used communication tools. Researches on e-mail classification have been very important in that e-mail classification system is a major engine for e-mail response management systems which mine unstructured e-mail messages and automatically categorize them. in this research we develop e-mail classifiers for e-mail Response Management Systems (ERMS) using naive bayesian learning and centroid-based classification. We analyze which method performs better under which conditions, comparing classification accuracies which may depend on the structure, the size of training data set and number of classes, using the different data set of an on-line shopping mall and a credit card company. The developed e-mail classifiers have been successfully implemented in practice. The experimental results show that naive bayesian learning performs better, while centroid-based classification is more robust in terms of classification accuracy.